<!DOCTYPE html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <title>属性控制</title>
    <style type="text/css">
      html,
      body {
        margin: 0;
        height: 100%;
      }

      canvas {
        display: block;
      }
    </style>
  </head>
  <body onload="draw();"></body>
  <script src="https://cdn.bootcdn.net/ajax/libs/three.js/r128/three.js"></script>
  <script src="./js/controls/OrbitControls.js"></script>
  <script src="./js/libs/stats.min.js"></script>
  <script src="./js/libs/dat.gui.min.js"></script>
  <script>
    var renderer;
    function initRender() {
      renderer = new THREE.WebGLRenderer({ antialias: true });
      renderer.setSize(window.innerWidth, window.innerHeight);
      //告诉渲染器需要阴影效果
      renderer.shadowMap.enabled = true;
      renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是，没有设置的这个清晰 THREE.PCFShadowMap
      document.body.appendChild(renderer.domElement);
    }

    var camera;
    function initCamera() {
      camera = new THREE.PerspectiveCamera(
        45,
        window.innerWidth / window.innerHeight,
        0.1,
        1000
      );
      camera.position.set(0, 40, 100);
      camera.lookAt(new THREE.Vector3(0, 0, 0));
    }

    var scene;
    function initScene() {
      scene = new THREE.Scene();
    }

    //初始化dat.GUI简化试验流程
    var gui;
    function initGui() {
      //声明一个保存需求修改的相关数据的对象
      gui = {
        lightY: 30, //灯光y轴的位置
        sphereX: 0, //球的x轴的位置
        sphereZ: 0, //球的z轴的位置
        cubeX: 25, //八面体的x轴位置
        cubeZ: -5, //八面体的z轴的位置
        Reset: function () {
          controls.reset(); //初始化控制器
          console.log(this, datGui);
          this.lightY = 30;
          this.sphereX = 0;
          this.sphereZ = 0;
          this.cubeX = 25;
          this.cubeZ = -5;
        },
      };
      var datGui = new dat.GUI();
      //将设置属性添加到gui当中，gui.add(对象，属性，最小值，最大值）
      datGui.add(gui, "lightY", 0, 100);
      datGui.add(gui, "sphereX", -30, 30);
      datGui.add(gui, "sphereZ", -30, 30);
      datGui.add(gui, "cubeX", 0, 60);
      datGui.add(gui, "cubeZ", -30, 30);
      datGui.add(gui, "Reset");
    }

    var light;
    function initLight() {
      scene.add(new THREE.AmbientLight(0x444444));

      light = new THREE.PointLight(0xffffff);
      light.position.set(15, 30, 10);

      //告诉平行光需要开启阴影投射
      light.castShadow = true;

      scene.add(light);
    }

    var sphere, cube;
    function initModel() {
      //上面的球
      var sphereGeometry = new THREE.SphereGeometry(5, 200, 200);
      var sphereMaterial = new THREE.MeshLambertMaterial({ color: 0xaaaaaa });

      sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
      sphere.position.y = 5;

      //告诉球需要投射阴影
      sphere.castShadow = true;

      scene.add(sphere);

      //八面体（图形大小半径，大于零将不是八面体，越大越圆滑）
      var OctahedronGeometry = new THREE.OctahedronGeometry(5, 0);
      var cubeMaterial = new THREE.MeshLambertMaterial({ color: 0x00ffff });

      cube = new THREE.Mesh(OctahedronGeometry, cubeMaterial);
      cube.position.x = 25;
      cube.position.y = 5;
      cube.position.z = -5;

      //告诉八面体需要投射阴影
      cube.castShadow = true;

      scene.add(cube);

      //底部平面
      var planeGeometry = new THREE.PlaneGeometry(100, 100);
      var planeMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa });

      var plane = new THREE.Mesh(planeGeometry, planeMaterial);
      plane.rotation.x = -0.5 * Math.PI;
      plane.position.y = -0;

      //告诉底部平面需要接收阴影
      plane.receiveShadow = true;

      scene.add(plane);
    }

    //初始化性能插件
    var stats;
    function initStats() {
      stats = new Stats();
      document.body.appendChild(stats.dom);
    }

    //用户交互插件 鼠标左键按住旋转，右键按住平移，滚轮缩放
    var controls;
    function initControls() {
      controls = new THREE.OrbitControls(camera, renderer.domElement);

      // 如果使用animate方法时，将此函数删除
      //controls.addEventListener( 'change', render );
      // 使动画循环使用时阻尼或自转 意思是否有惯性
      controls.enableDamping = true;
      //动态阻尼系数 就是鼠标拖拽旋转灵敏度
      //controls.dampingFactor = 0.25;
      //是否可以缩放
      controls.enableZoom = true;
      //是否自动旋转
      controls.autoRotate = false;
      //设置相机距离原点的最远距离
      controls.minDistance = 100;
      //设置相机距离原点的最远距离
      controls.maxDistance = 200;
      //是否开启右键拖拽
      controls.enablePan = true;
    }

    function render() {
      renderer.render(scene, camera);
    }

    //窗口变动触发的函数
    function onWindowResize() {
      // 窗口大小变化
      camera.aspect = window.innerWidth / window.innerHeight;
      // 执行updateProjectionMatrix 方法更新相机的投影矩阵
      camera.updateProjectionMatrix();
      render();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }

    function animate() {
      //更新控制器
      render();

      //更新性能插件
      stats.update();

      //更新相关位置
      light.position.y = gui.lightY;
      sphere.position.x = gui.sphereX;
      sphere.position.z = gui.sphereZ;
      cube.position.x = gui.cubeX;
      cube.position.z = gui.cubeZ;

      controls.update();

      requestAnimationFrame(animate);
    }

    function draw() {
      initGui();
      initRender();
      initScene();
      initCamera();
      initLight();
      initModel();
      initControls();
      initStats();

      animate();
      window.onresize = onWindowResize;
    }
  </script>
</html>
